Post subject: Re: Getting Close to making our list so give us your input!!!

Posted: Mon Apr 19, 2010 6:31 pm

Master of the Order

Joined: Mon Jul 06, 2009 9:39 amPosts: 6036

(Crossposted from Bloomilk)

I already mentioned it in other threads, but I really want to see more options at the 1-4 point cost level, especially for door control, CE propagation, and activation control. Every squad shouldn't have to use ugnaughts and mice as filler.

In 60 pieces, 2 or 3 such pieces should fit. I'm not too concerned about what pieces they are exactly. Here are a few suggestions, but the design team is probably more creative than I am and can come up with their own ideas that reach the same goal:

Post subject: Re: Getting Close to making our list so give us your input!!!

Posted: Mon Apr 19, 2010 7:24 pm

Unnamed Wookiee

Joined: Mon Apr 19, 2010 6:53 pmPosts: 21

First post over here. Since we got Roron Corobb and Voolvif Monn, we Genndy Tartakovsky CW fans still need Foul Moudama. I made up a version about a year ago that I thought played well. I included this SA:

Carry Ally (This character can transport 1 Small or Medium ally that ends its move adjacent to it. Remove that ally from the battle grid; it moves simultaneously with this character, has cover, and is considered adjacent to this character. It can make attacks, counting the distance from this character. A transported ally can return to the battle grid immediately before your first activation of the round. While transporting an allied character, this character loses any abilities which grant extra attacks. This character may use Lightsaber Block/Deflect in response to attacks against a transported ally.)

I also gave him Force Push 2, Lightsaber Block, and Lightsaber Deflect.

Another hopeful would be ARC Captain Fordo. The stats I made up for him 2 years ago are way outdated now, but I did come up with a fitting SA for him:

Post subject: Re: Getting Close to making our list so give us your input!!!

Posted: Mon Apr 19, 2010 7:26 pm

Unnamed Wookiee

Joined: Tue Sep 01, 2009 8:00 pmPosts: 18Location: Owensboro, KY

Exar Kun Dark Force Spirit; Sith

At the beginning of the skirmish, choose one enemy character with a Force Rating. This character begins set up within 4 squares of this enemy. When this enemy activates, it looses 1 Force Point and gains -4 attack this round; Save 11. Also, at the beginning of the skirmish, choose one ally. This ally gains Mettle. This spirit may be defeated by replacing your turn and spending a Force point to defeat it; the spirit may avoid this by making a save of 11. The character being affected by the spirit may not defeat it.

Also, Thrackan Sal-Solo; FringeI know you said no points but it's key to this peice15 PointsProvoking Tactics: Enemy commander effects and special abilities that add too or limit activations are ignored. I think that this would solve so many problems with the overpowered tendencies of tempo-control

Post subject: Re: Getting Close to making our list so give us your input!!!

Posted: Mon Apr 19, 2010 8:17 pm

Ugnaught Master!

Joined: Sat Sep 01, 2007 3:02 pmPosts: 2948Location: SW Missouri

Ugnaught TacticianCommander Effect: At the beginning of the skirmish, choose one of the following abilities: Cunning Attack, Opportunist, Cloaked, Momentum, or Grenades 20. All allied Ugnaughts gain chosen ability for the entire skirmish.

_________________That's right, it's always the one in the middle you would least expect to be the most dangerous!

anyhoo, only two things will float my boat significantly more that the good stuff you will no doubt provide: I really think a YVH Droid is due... I don't have any ideas on what that might look like, but I think its a biggie.

And my other one, I figure it'll be quite unpopular but, I really, really want an uber-Rebel Luke. Yes, yes... there is Champ o' the Force one, I know, but I really liked the look of the Luke Skywalker, Last of the Jedi from the BlooMilk customs... that made me rather happy on the inside.

Top 4 Abilities:1) Creative activation control semi-counter. (ex. Patience: This character may only activate after all enemies without Patience have activated. Or a CE that grants Patience to a selected ally.)2) Create a Bounty Hunter semi-counter. (ex. CE - Unique allies gain Evade and +4 Defense when attacked by a character with Bounty Hunter.3) Create a swarm helper vs Strafe/Gallop. (ex more generic CEs with deathblow functionality.)4) Give OR/R/NR/Sith Force users cheap door control. (Ex. Jedi/Sith commander that grants, to characters with a lightsaber, Lightsaber Bypass: Force 1: On this character's turn, destroy 1 adjacent door.)

Basically a "centerpiece" to the Rebel heroes squads. Any new Rebel Leia needs to be great, since you're sacrificing Princess Leia for this. Plus, with all those synergies, this Leia should become a decent fighter as well.

AT-ST Driver

Driver (when an adjacent ally with Mounted Weapon begins its move, you may relocate this character adjacent to that ally at the end of its move)

This piece should also have Gunner or Crack Gunner. The idea here is to provide a gunner which can move alongside the Mounted Weapon piece. He should be INSIDE the AT-ST, not constantly having to try to run to keep up! Can also work for an AT-AT Driver, Cloud Car Pilot, Weequay Skiff Guard, etc.

Vader

Meditation (replaces turn; remove this figure from the game, and replace it with another character whose name contains Vader with a lower cost. Damage and Force Points are transferred to the new figure)

Original concept appeared as Vader's Meditation Chamber, but for a virtual set it would need to be on Vader itself. Imagine a high-costed Vader with this ability; you could see your opponents squad, then decide to replace him with another Vader better suited to the matchup. If this Vader cost 75pts, you'd be paying a 20pt premium on Vader SotJ, 4pt premium on Lord Vader, etc.

Tempo Control Counter

Commander Effect: Each player may not activate less than 10 points worth of characters each phase. Players must continue to activate characters until at least 10 points worth of characters have been activated this phase, or no unactivated characters remain in that player’s squad (ignoring Commander Effects and Special Abilities limiting the number of characters a player may activate per phase, until at least 10 points worth of characters have been activated).

This could really be on anything. It doesn't stop you from activating 1 piece a phase with Dodonna/San Hill/Ozzel... just so long as that 1 piece was at least 10pts or more I had it on Chief Chirpa, as an indirect Ewok booster: you could suddenly swarm and attack with 4 Ewoks in 1 phase with this CE.

Jodo Kast

Imposter (while this character has line of sight to another character whose name contains Boba Fett, both characters gain Attack -3 and Defence -3)

Post subject: Re: Getting Close to making our list so give us your input!!!

Posted: Tue Apr 20, 2010 3:13 am

General

Joined: Tue Nov 04, 2008 2:04 amPosts: 400

Human tech guy that has SA

Sky Bugging or satellite info stealing: across the board effect:CE's with activation control loose activation control(otherwords can't use the CE),Characters with special abilities that give initiative control loose it(aka MT or recon).

Bonthan that has SAAbility stopper(choose one special ability before squads are revealed that special ability is suppressed for the entire game.) you may only have 1 bothans in each army per game and they each can choose an ability.

Wookiee tech: SA programmer range 6 regardless of cover or walls(replaces attacks, one droid losses an ability for the round no save)

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